Sure Grip & Rookie Judges

locarno24

Cosmic Mongoose
We were going to have a quick game from Nero's Robot War (some assassinator robots versus a mixed bag of citi-def and judges forced to re-arm with MkI lawgivers), but ran into several questions on the playtest pack I thought I'd post up for response:

Sure grip
we were looking at this because I felt that the assassinators could do with twin spit guns rather than a single heavier weapon.

According to the rules for Sure Grip:
His Shoot score will be reduced by 1 when using this Talent
Does that stack with of the -2 to your shoot score for using the Dual Weapon fighting rules? If that's the case, I'd be tempted to bin the ability - trading a -3 shoot penalty in return for one extra attack dice is nonsensical. Especially if, even if using a super-rapid-fire spit gun in your off hand, you still only get one extra die.

For that matter, dual weapon fighting could do with a bit of clarification;


1) the two pistols don't have to be the same type (fair enough) but they surely must both have to have range to the target.

2) it seems odd that you get one extra die with weapon X for firing weapon Y - my antique revolver shouldn't generate an extra dice for a hand cannon, surely?

3) using the antique revolver as an example, how does Dangerous work if using an antique revolver and zip gun as main and off-hand weapon and vice versa? Which die rolls can misfire?

4) What happens when the off-hand weapon is something especially bizarre, like the (currently un-clarified) laser pistol or electro-zap?


Citi-Def
Not a clarification request so much as an observation. As part of the forces facing the assassinators, we had a mix of citi-def and judges, which meant, for the first time, putting judges and citi-def next to one another and seriously comparing their statlines.

Relative to a citi-def trooper, a rookie judge has +1 agility, +1 shoot, +1 melee, stumm grenades, the ability to parry in a melee with his day stick, a boot knife for melee dual-wielding.

Both are minions, therefore the same hero-promotion is availible to both (although we've no idea of the cost of a judges gear, so you'd have to double the whole thing rather than subtract gear, double the cost, and add it back in again).

In fact a level 1 rookie hero is only 15 creds more than a bog standard citi-def, and that's then going to have (taking Tough twice for the sake of simplicity) a +2 agility and shoot advantage and +3 hits.

The only downside I can see is that a Lawgiver MkII loses 2" of range and 1 point of AP over a spit gun (when firing Standard Execution rounds), but the option to switch to armour piercing, gas and Hi-Ex at will more than makes up for this (to me at least).

Am I missing something critical? Because I can't see any good reason for the Rookie Judge to cost less than the Citi-Def trooper (quite the reverse), yet he's nearly half the price.
 
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